Move solution and projects to src

This commit is contained in:
TSR Berry
2023-04-08 01:22:00 +02:00
committed by Mary
parent cd124bda58
commit cee7121058
3466 changed files with 55 additions and 55 deletions
@@ -0,0 +1,14 @@
using Ryujinx.Common.Memory;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
public struct UpsamplerBufferState
{
public const int HistoryLength = 20;
public float Scale;
public Array20<float> History;
public bool Initialized;
public int Phase;
}
}
@@ -0,0 +1,84 @@
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
/// <summary>
/// Upsampler manager.
/// </summary>
public class UpsamplerManager
{
/// <summary>
/// Work buffer for upsampler.
/// </summary>
private Memory<float> _upSamplerWorkBuffer;
/// <summary>
/// Global lock of the object.
/// </summary>
private object Lock = new object();
/// <summary>
/// The upsamplers instances.
/// </summary>
private UpsamplerState[] _upsamplers;
/// <summary>
/// The count of upsamplers.
/// </summary>
private uint _count;
/// <summary>
/// Create a new <see cref="UpsamplerManager"/>.
/// </summary>
/// <param name="upSamplerWorkBuffer">Work buffer for upsampler.</param>
/// <param name="count">The count of upsamplers.</param>
public UpsamplerManager(Memory<float> upSamplerWorkBuffer, uint count)
{
_upSamplerWorkBuffer = upSamplerWorkBuffer;
_count = count;
_upsamplers = new UpsamplerState[_count];
}
/// <summary>
/// Allocate a new <see cref="UpsamplerState"/>.
/// </summary>
/// <returns>A new <see cref="UpsamplerState"/> or null if out of memory.</returns>
public UpsamplerState Allocate()
{
int workBufferOffset = 0;
lock (Lock)
{
for (int i = 0; i < _count; i++)
{
if (_upsamplers[i] == null)
{
_upsamplers[i] = new UpsamplerState(this, i, _upSamplerWorkBuffer.Slice(workBufferOffset, Constants.UpSampleEntrySize), Constants.TargetSampleCount);
return _upsamplers[i];
}
workBufferOffset += Constants.UpSampleEntrySize;
}
}
return null;
}
/// <summary>
/// Free a <see cref="UpsamplerState"/> at the given index.
/// </summary>
/// <param name="index">The index of the <see cref="UpsamplerState"/> to free.</param>
public void Free(int index)
{
lock (Lock)
{
Debug.Assert(_upsamplers[index] != null);
_upsamplers[index] = null;
}
}
}
}
@@ -0,0 +1,68 @@
using System;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
/// <summary>
/// Server state for a upsampling.
/// </summary>
public class UpsamplerState
{
/// <summary>
/// The output buffer containing the target samples.
/// </summary>
public Memory<float> OutputBuffer { get; }
/// <summary>
/// The target sample count.
/// </summary>
public uint SampleCount { get; }
/// <summary>
/// The index of the <see cref="UpsamplerState"/>. (used to free it)
/// </summary>
private int _index;
/// <summary>
/// The <see cref="UpsamplerManager"/>.
/// </summary>
private UpsamplerManager _manager;
/// <summary>
/// The source sample count.
/// </summary>
public uint SourceSampleCount;
/// <summary>
/// The input buffer indices of the buffers holding the samples that need upsampling.
/// </summary>
public ushort[] InputBufferIndices;
/// <summary>
/// State of each input buffer index kept across invocations of the upsampler.
/// </summary>
public UpsamplerBufferState[] BufferStates;
/// <summary>
/// Create a new <see cref="UpsamplerState"/>.
/// </summary>
/// <param name="manager">The upsampler manager.</param>
/// <param name="index">The index of the <see cref="UpsamplerState"/>. (used to free it)</param>
/// <param name="outputBuffer">The output buffer used to contain the target samples.</param>
/// <param name="sampleCount">The target sample count.</param>
public UpsamplerState(UpsamplerManager manager, int index, Memory<float> outputBuffer, uint sampleCount)
{
_manager = manager;
_index = index;
OutputBuffer = outputBuffer;
SampleCount = sampleCount;
}
/// <summary>
/// Release the <see cref="UpsamplerState"/>.
/// </summary>
public void Release()
{
_manager.Free(_index);
}
}
}